It'd be cool if the character had a backpack on him, seeing how the character has a huge inventory and all.
Also, I'm not sure if I've said that before, but I'd like to see a quiver slot where you can put a number of quivers that can hold a different number of arrows (A leather quiver can hold 10-16, a Bone quiver which you find in dungeons holds 20-30, or a Black Quiver which you find in strongholds can hold 30-40, etc.), and you have to reload it manually when your quiver runs out. That'd balance out bows a bit more I think.

'Balance out'?
Bows are already crappy enough with the pull-back-string mechanic. Let's not make them worse.

Also,the reason why I dislike extra slots is because the inventory is really fine as it is currently.It just seems to put needless clutter,though maybe it's just me fearing change.A non-specific accessory slot would be nice,if there aren't too many(like three or so would be good).

It's probably your fear of change, and that's natural; humans instinctively fear the unknown, a remnant from a time where darkness equalled death (it was full of grues and sabrecats). Regardless, non-specific accessory slots would probably be the better option.

Being able to string together combo attacks would make melee combat more involved. Essentially, the player could execute a "special strike" by attacking whilst performing a certain motion (tapping a directional button, being crouched, jumping or falling, etc).

The effects of the Special Strike depend on what directional button you tap, as well as what "effect" you have assigned to that button. Assigning a special effect to a button requires both a Study Desk and a Training Golem, which might seem a bit much but the purpose will be revealed shortly.

Firstly, the Study Desk, most important of all. It is similar to an Enchanting Table in essence (way less expensive and on a simpler tier than Diamond), but involves the user investing their experience into learning about aspects of the world, which become manifest as "Effects" when commited to paper. For example, something simple like Feather Fall would cost only a few "souls" to unlock, whilst Fire Aspect requires many to access. I'm pretty sure the Effects should be more or less persistent, or at least not disappear from the player's Effects menu whenever they die.

This brings me to the Training Golem part. A Training Golem is a mostly-stationary Golem made from a Fence post, one block of Wool, and of course the mystical Pumpkin to bring it to life. When right-clicked, the Training Golem opens the Training menu, which has a slot to put an item into, as well as a side-menu that includes what Effects you know about. If you put a Sword in the item slot, a bunch of slots with icons similar to directions will appear.

This is where the player assigns combat-based effects to their special strikes, allowing them to create custom combos to execute during combat. For example, assigning Punch to Strafe Left will cause the special strike in question (the one activated by tapping the Left Strafe button before striking) to knock an enemy in that direction, whilst assigning Fire Aspect to Sprint will cause a Sprinting attack (hit the enemy whilst sprinting) to set enemies on fire if it hits them.

By default, you start out with only one "combo slot" per action, meaning you can only perform two-hit combos (the opener and a single Special Strike), but by investing more "Souls" into Swordfighting you can gain more combo slots for an action, permitting for three-hit, four-hit, and even five-hit combos to be performed, as well as making it possible for a specific special strike to deal more than one effect.

Below is a list of Actions and a couple of viable Effects related to Swordfighting:

Critical Hit: Strike deals extra damage. Performed by default when Falling.Punch: Strike repulses enemy in a certain direction. Performed by default when Sprinting.Fire Aspect: Strike sets enemies on fire. Any meat-based drops will drop as the "cooked" version.Smite: Strike deals extra damage to undead such as Zombies.Loot: Strike causes enemy to drop extra loot if the strike kills them. Reccomended for finishing strikes.Reap: Strike causes enemy to drop extra experience if the strike kills them. Recommended for finishing strikes.Bane of Arthropods: Strike deals extra damage to arthropods such as Spiders.Bane of Lizards: Strike deals extra damage to reptiles such as Dragons.Exorcism: Strike deals extra damage to extradimensional mobs such as Blazes and Endermen.

Of course, there are possibilities concerning the other tools being utilised for combat, such as the Woodaxe being effective against Wood-based mobs like Broom Golems (Remember the Sorceror's Apprentice? 'nuff said then) or Ents, and thus either Swordfighting would need to be rejiggered as "Melee", or there would need to be "Axefighting" and "Pickfighting" skills as well.

Regardless, this is a small example of how the combat in Minecraft could be improved (as in made into actual combat), as well as how a character progression system based around effects would work. It's a step in the right direction at least, even if you can't comprehend this.

Being able to string together combo attacks would make melee combat more involved. Essentially, the player could execute a "special strike" by attacking whilst performing a certain motion (tapping a directional buttonSTUFF.

I uh what
Combat is fine as it is why would we need all this combo skill swordfighting bullshit
It's easy enough already goddamnit we don't need to become ninja swordmasters doing triple slash critical cripple bleed attacks

Well then, add tougher and more dangerous monsters, give the player more things to fight, make it so that you actually NEED combos to take down the enemy.

Also, by what definition is the combat in Minecraft "fine"? It's barely even combat at the moment; all you do is click with the sword, even though the charging knockback and falling crits are a step in the right direction, but aside from those the combat in Minecraft is somewhat dull. If the combat is "easy", the developers have done something wrong and need to make it so that a fight is like "OH GOD OH GOD IT'S ATTACKING!" and "HA! Take that you fiend!", as opposed to "*sigh* Here we go again... *left click* *left click* *left click* Well he's dead now, oh look some loot and XP".

However, the Bow is acceptable as a ranged weapon.

Also also I don't think you realised that Effects would be for more than just combat. That or I didn't explicitly say that.

the coolest think would be some sort of a 2x2x2 crafting table thingy in which we could cut bits of blocks off ie sort of like a 3d crafting table in which we can remove 1/8 blocks from the whole block to make stairs or 1/8 blocks or 1/4 or whatever

There needs to be damage done to mobs jumped on. Like the Gunboats in TF2. The amount of damage dealt varies on the boots equipped. If you jump off a slight cliff and land on some creature, it gets hit and loses hearts. Creepers can use an AI revamp and take advantage of this technique from 3m high slopes and hiss before falling.

The higher you fall, the more damage you deal. Of course, falling from sky limit to bedrock WILL kill the foe, and the odds are, yourself as well, whether it's a chicken or an iron golem.

The nether needs one more mob. It feels empty for me in there. Maybe a mob that quarrels with the zombie pigs, so they constantly fight? The mob could also drop new potion ingrediants.

Nether also needs some sort of ore, perhaps one that makes items fire-proof? Maybe make a new set of tools that don't work in the nether, or the real world, but in another demension that you can make after the ender dragon egg hatches? I should stop saying maybes.

I do want potions that, when thrown, turn mobs into chickens.

And lava-proof boats that don't break. Maybe also made out of that nether ore.

Maybe the ore would be used to make fire potions, and when you drink them they put you on fire, and when you throw it on mobs it puts them on fire. When you throw it on water it turns to stone and when you throw it on lava it turns to source blocks.

The nether needs one more mob. It feels empty for me in there. Maybe a mob that quarrels with the zombie pigs, so they constantly fight? The mob could also drop new potion ingrediants.

Nether also needs some sort of ore, perhaps one that makes items fire-proof? Maybe make a new set of tools that don't work in the nether, or the real world, but in another demension that you can make after the ender dragon egg hatches? I should stop saying maybes.

I do want potions that, when thrown, turn mobs into chickens.

And lava-proof boats that don't break. Maybe also made out of that nether ore.

If they're not going to add regular pigmen they may as well remove zombie pigmen altogether. They don't fit the theme and they make no sense without regular pigmen. It's not like it would be particularly hard to replace them with something more fitting. Just have a sword-wielding skeleton with black/red armor and call it a Nether Knight or something.

'Balance out'?
Bows are already crappy enough with the pull-back-string mechanic. Let's not make them worse.

Bows are pretty damn powerful, especially considering the price it takes to make one. It rivals the diamond sword easily, and between the fact that it breaks and the arrows it takes, it's nothing compared to two diamonds and a stick.

Well, one could always keep chickens for eggs and throw them to make more chickens, thus making a farm of sorts. I do a similar thing to harvest eggs, though I don't use breeding as it is for moral purposes (yeah it's weird, having morals in a sandbox game), instead just making chickens from the eggs.

Also i've dug PLENTY of Gravel in my deep "pyramid mine"; more than I know what to do with (768 blocks worth; that's 12 whole damn stacks of the stuff). So if you're having flint problems I feel bad for you, son; I got a loada sodding problems, but the gravel ain't one. (hit it)

Well, one could always keep chickens for eggs and throw them to make more chickens, thus making a farm of sorts. I do a similar thing to harvest eggs, though I don't use breeding as it is for moral purposes (yeah it's weird, having morals in a sandbox game), instead just making chickens from the eggs.

Also i've dug PLENTY of Gravel in my deep "pyramid mine"; more than I know what to do with (768 blocks worth; that's 12 whole damn stacks of the stuff). So if you're having flint problems I feel bad for you, son; I got a loada sodding problems, but the gravel ain't one. (hit it)

Speaking of chickens, one server I frequent had such an atrocious infestation of chicken spawning that all members now pretty much have kill-on-sight orders for chicken encounters.

Keep eggs on you. At night time dig a little hovel and a 2x2x2 pit and throw a bunch of eggs in there. Set up camp, gather some supplies and stuff, and by the time you're done there are plenty of chickens for free food and arrow supplies.

Sheesh, I just don't kill my farm even after mating since I keep it as a backup. Heck, I just set up base where there's a good quantity of cows and pigs (kept eggs in inventory). Otherwise, I eat melons and bread. Back to ideas, guys.

Wands. I had this mod idea that'll be saved for the official API and stated this in the previous idea thread. The concept of wands is to take a stick and enchant it a few times to get a single-use wand. First enchantment for the level (Lv1 through Lv3), second for attribute (fire, healing, etc.), and a third for extras (durability, effectiveness, etc.)

When enchanting a stick for the first time, you'll get a choice of enchantments, in order from 1 to 3. These are the effect levels and they cost the respective EXP levels. A Lv1 wand would be pitiful, while a Lv3 wand can be most useful. These wands are absolutely useless at this stage. Wands of the same level can stack.

Putting the wand back in the book, you get more, random options, ranging from EXP level costs 1-5. These effects would be for healing yourself (Or another player or mob. Watch your aim.), setting something ablaze, paralyzing something, throw a live creeper at something, or just a gravity gun-like effect. Wands of the same level and effect can stack.

Feeling a little testy? Put your specialized wands in the enchantment book for a third time and give them special attributes to enhance the experience. These enchantments cost from 1 to 3 levels. For example, Durability Ⅰ/Ⅱ/Ⅲ will give these single-use wands a few more uses, from one to 2 (Durability Ⅰ) to 4 (Durability Ⅲ). Intensify the effect with Intensify, twice as effective as regular wands. Wands of the same level, effect, and attribute can stack.

Have different zombie pigmen clans in the nether, by changing the color of their armor (Also add randomly generated armor, like different armor peices on different spots, usually chainmail, or like a headband on their head or something. Like, say on your world you have a red zombie pigmen clan and a blue one, whenever one clan sees the other they will start attacking, and if you get in the middle of the battle you will take damage from the crossfire. Maybe also make multiple types of pigmen to make it interesting, like a spear thrower or something. And if you give a dye of an enemies color to a pigmen (Like a blue dye to a red zombie) it may gift you with some gold. Alternatively, instead of dye, you could have the clan drop 'Cloth' of their color, like blue pigmen drop Blue cloth or something.

If they're not going to add regular pigmen they may as well remove zombie pigmen altogether. They don't fit the theme and they make no sense without regular pigmen. It's not like it would be particularly hard to replace them with something more fitting. Just have a sword-wielding skeleton with black/red armor and call it a Nether Knight or something.

That would be kind of a dumb and unoriginal replacement. You're just stripping the skeleton of his bow & arrow and replacing it with melee range weapons instead and giving him unneeded armor. I'd rather have the strange illogical undead pigmen than have a cheap skeleton copy.

I think pigmen fit pretty well to be honest. Despite there being a goal to the game you really don't know much about the place the game is in, and the game doesn't hint to what it is, so people can make up their own ideas on what's what. To be honest a 'Nether Knight' is even more unfitting because then you'd have a soldier without a kingdom or a cause.

Indeed, though having armoured enemies as "higher-level" encounters in more dangerous places would be pretty cool, maye tying into the idea of the world getting harder and weirder as you go further from the spawn-point.

This has probably been said 100 times over, but having the mobs able to destroy the environment to get at you would add intensity to survival mode. Yeah, the creepers can blow up, but only if you get close enough. With a wall between you and the creeper it wont blow. I'm thinking the mobs would attack the ball of your base to get you. Dirt would be very fragile against them, while stone would be more resistant.

This has probably been said 100 times over, but having the mobs able to destroy the environment to get at you would add intensity to survival mode. Yeah, the creepers can blow up, but only if you get close enough. With a wall between you and the creeper it wont blow. I'm thinking the mobs would attack the ball of your base to get you. Dirt would be very fragile against them, while stone would be more resistant.

I disagree. Block damage shouldn't happen unless it is your own fault. When a creeper blows up in your base, it's your fault because you should be paying more attention or had the area lit up better. If they just dig through your walls regardless of what you do, all it adds is frustration since nowhere would be safe and you would spend more time and resources on maintainance than doing anything that is actually fun.

Maybe in the overworld you will rarely find an unactivated nether portal inside of a nether brick dungeon thing (fairly small), and if you reactivate it you can go through and attack the stronghold and get loot, but if you fail it will allow (hostile) zombie pigmen to flood through and invade your world.

Maybe in the overworld you will rarely find an unactivated nether portal inside of a nether brick dungeon thing (fairly small), and if you reactivate it you can go through and attack the stronghold and get loot, but if you fail it will allow (hostile) zombie pigmen to flood through and invade your world.

and you respawn somewhere other than your respawn point, and you have to follow the pigmen to get back to your house